[ ] Aurora Strike Bomber Development (New)
A variant of the existing Apollo fighter, the Aurora will be a means of penetrating even the most fortified of Nod territories with near impunity, striking targets near the front, and escaping before the Brotherhood can scramble a response. While likely more lightly armed than the Firehawk, it will be able to remove key elements of Brotherhood defenses.
(Progress 0/40: 15 resources per die
[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die
When it comes to carriers and the Wingman drones, the key problem is that wingman drones add a good 25-45 percent to the space required by any given squadron. What that translates to is not that it cannot operate wingman drones, it cannot operate the wingman drones without sacrificing some other part of its loadout. With a Fleet carrier what that will typically mean is that instead of loading on a general purpose mix in most cases, they will start loading a more specialized mix. If they are doing escort operations, you will see them loading tiltrotor wingman drones, and more Orcas. If they are doing strike operations, it is more firehawks and jet configuration drones. And the Atlantis class Fleet carrier has enough space that this is fairly viable. The thing is that the Escort carriers are already a very lean design, and won't be loading a third squad of Orcas native that can be stripped off to give the two remaining squads wingmen.
This isn't how Security Reviews work. They cost 1 die from the sector they're reviewing, but only the Bureaucracy dice are rolled. You can't put 4 LCL dice into a Security Review.-[ ] Bureaucracy 3/3 Dice + 4 Free dice
--[ ] Security Review: Services, 1 Die
--[ ] Security Review: LCI, 1 Die
The thing is that the 24/12 loadout is based on the need to be able to have three airframes, at different points, in the air all 24 hours in the day. Wingman drones help a lot with strike operations, because they nearly double the firepower of any given pilot. They are not nearly so useful for patrol operations, and that is the kind of thing that the escort carriers are designed around.Actually, another option is that the number of pilots in a squadron drops by about 1/3rd because, well, 25-45% of the craft are replaced by wingman drones, effectively letting you field 1/3rd time as many squadrons because now you can spread your pilots over more air frames.
I know we're running ragged, but we should really take a closer look at this. General AI is as groundbreaking as Tiberium itself. Nod already messed it up with Cabal just like they messed with Tiberium, but AI is much more within GDI's reach than Kane's tiberium-laced dreams.
Also this seems like something that could be useful, would help improve our soldiers survivability against NOD's tib weapons and almost certainly raise Seo's SCIENCE meter while improving our knowledge of Tibs effect on biology.[ ] Emergency Tiberium Infusion Development
Developing an Initiative version of the Brotherhood's Tiberium Infusion treatment is going to be highly politically unpopular, but also will serve as a significant life extension treatment for many who have either been substantially exposed to the crystals, or who have a small handful of otherwise incurable conditions. (Progress 0/120: 15 resources per die) (-5 Political Support per die)
This isn't how Security Reviews work. They cost 1 die from the sector they're reviewing, but only the Bureaucracy dice are rolled. You can't put 4 LCL dice into a Security Review.
Unfortunately, this was missing 60 Resources. :/
We can afford the Development, but not the Deployment at the moment.So, I'm not an expert on the mechanics of this quest, but I'm pretty sure this would lesson the strain on our ZOCOM and Steel Talons since they are our main defensive force out in the Red Zones iirc. I know we are pretty hamstringed on dice but does anyone think they could sneak this in?
No. It applies to things like the solar power sats, communications, and the like.@Ithillid will the discount from the final stages of orbital clean up effect Philadelphia II, Colombia, Enterprise and Shala?
I tried, but we just don't have the resources for that this turn.I'd vote for any plan that has Nod Research Initiatives and/or Scrin Research Institutions.
Huh, that's a pretty big oversight, dunno how I missed it. Thanks for catching that.
To be fair, the existing point defense refits would be inadequate by now anyway, then... Although we'd probably be able to get away with waiting a bit longer to do "Mark II" if we'd actually deployed the "Mark I."This is PD refits Mk2. Basically you waited long enough that the Brotherhood has a few things with serious cruise missile capability, and the navy is more than a bit spooked.
What makes me anxious is Logistics. You've got +2 Logistics surefire from the commsats, and -4 or -5 Logistics from two phases of glacier mines. If the shipyards complete, bam, you have net +5 or better for the turn and you win, if they don't, you're down at +2 or +1 and suddenly we're one Major Naval Bullshit moment from having a major crisis on our hands in Q2-Q3.[ ] Plan Arcologies, Income and Rollouts
Infra 5/5 75R +20
-[] Blue Zone Arcologies (Stage 2) 409/600 5 dice 75R 98%
HI 4/5 80R +15
-[] Automated Civilian Shipyards 0/250 4 dice 80R 68%
LCI 1/4 0R +10
-[] Security Review 1 die
Agri 0/3 30R +10
Tiberium 6/6+2 free 225R +23
-[] Red Zone Tiberium Harvesting (Stage 10) 1/130 3 dice 75R 99%, 33% for Stage 11
-[] Tiberium Glacier Mining (Stage 10) 18/180 5 Dice 150R 100%, 73% for Stage 11
Orbital 4/4 40R +8
-[] Expand Orbital Communications Network (Phase 4) 5/135 4 dice 40R 98%, 40% for Phase 5
Services 3/4 35R +18
-[] Security Review 1 die
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 76%
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R 16%
Military 6/6 60R +12
-[] Ferro Aluminum Armor Testing (New) 0/30 1 die 5R 100%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[] Shell Plants (Phase 4) 3/300 2 dice 20R 0%
-[] Naval Defense Lasers (New) 0/60 1 die 15R 73%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
Bureau 3/3+ 3 free +10
-[] Focus Reallocation 1 die
--[ ] Heavy Industry
--[] Tiberium
--[] Orbital
-[] Security Reviews (Service) 2 dice +1 service 98%
-[] Security Reviews (LCI) 2 dice +1 LCI 98%
-[] Private Industrial Automation 1 die
Free 5/6
-2 tib, 3 bureau
Idle Dice: 9
510/515
Pushing hard for more income (2 phase of glacier, 1 of rz harvest) to hopefully let us push service research (scrin and nod) as well as Philly in orbital and more expensive projects in military. Beyond that pushing hard on arcologies to finish the current set for needed housing and hopefully overflow (ideally we can keep pushing arcologies with infra and roll out the promised 3 phases). HI is a logistics project that might need to finish next turn, while orbital is securing enough logistics to keep us positive after 2 more glaciers without shipyard finishing (if shipyard finishes we have a very comfortable surplus). 1 die on orbital cleanup because the unlocks look interesting but we need the logistics from orb sats to cover glaciers. Still as a cheap (10R) option that can finish a phase with a single dice and good rolls I felt it was worth it. And if it passes we have a bit extra R to play with next turn. If not we can finish it in a future turn when we need to squeeze in a 10R project.
Military- get the naval PD ready, finish medvac, work on havoc, test out the new armor and finally 2 dice into shell to finish that Q3 hopefully. Of note this averages out to 10R per die which allowed projects to be done elsewhere. Basically looked at cheap projects that are needed for military, and wait until q3 with 2 more glaciers to afford more expensive mil projects.
Thoughts?
[ ] Orbital Cleanup (Stage 8) (updated)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 13/90: 15 resources per die) (20-25 resources) (Fusion)
(Progress 0/90: 15 resources per die) (15-20 resources) (unlocks Low Orbit Support Satellites)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/90: 15 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)
+2 at worse, and even then there is an 80% to finish either a 2nd comm sat phase or the automated shipyard so most likely we are looking at neutral or a gain (there is a weird edge case where we knock off 3 glaciers but that would take all 5 dice on glaciers rolling an average of 79+ so that can be discounted and if we do hit that I think the income would be worth the potential pain point). One of the reasons I dropped the die on orbital cleanup and moved it to comm sats to get all 4 on that. Also I could either push railroads or housing and I felt pushing housing was more important. More so if shipyards do not succeed we should be able to finish them next turn giving a very small window for NOD to hit our logistics.What makes me anxious is Logistics. You've got +2 Logistics surefire from the commsats, and -4 or -5 Logistics from two phases of glacier mines. If the shipyards complete, bam, you have net +5 or better for the turn and you win, if they don't, you're down at +2 or +1 and suddenly we're one Major Naval Bullshit moment from having a major crisis on our hands in Q2-Q3.
One of the purposes of Infra Infra Revolution is to insulate ourselves from that via railroad construction, though to be fair my chances of finishing the railroad phase aren't that much better than your chances of finishing the automated shipyards.
Maybe I should merge my cleanup dice and my commsat dice and just throw five dice at commsats, now that I think about it... going back to edit.
@Crazycryodude Is it really a good idea to pull a die off Heavy Industry? A lot of projects need Energy and Capital Goods, and HI is where get those from. Just because we'lll get another die from Philadelphia doesn't mean we won't need that 5th die before then.